TEXT: neoexodus adventure: 
  Gel
  Written By Lee Hammock  
  and chris mccoy
  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.
  LPJ9998
  
  NeoExodus Adventures: gel
  Page 2
  “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.  
  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.  
  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 
  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.  
  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.
  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 
  
  NeoExodus Adventures: gel
  Page 3
  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.
  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.  
  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.  
  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 
  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 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.
  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.
   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 
  
  NeoExodus Adventures: gel
  Page 4
  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.  
  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 
  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. 
  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 
  
  NeoExodus Adventures: gel
  Page 5
  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.  
  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 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.
  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.  
  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 
  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.  
  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.  
  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.
  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.  
  The PCs have until 1:00 AM to search the village 
  before the Rotter Ooze shows up and begins hunting 
  them.  
  
  NeoExodus Adventures: gel
  Page 6
  1. General Store 
  One of the nicer buildings in the village, it has obvi-
  ously been ransacked but not burnt down.  Most of 
  the windows are broken and the floorboards show 
  signs of heavy acid burns on them.  Each round the 
  PCs are inside the general store they must make a 
  Balance check, DC 10, or fall through the floor into 
  the basement, taking 1d6 damage and creating quite 
  a lot of noise, which will probably attract nearby gel 
  zombies.  When the PCs enter the general store read 
  the following:
  Once of the nicer buildings in the village, a new bright 
  red sign on its front eve proclaims “Longtil’s All You 
  Need Store.”  Even though Longtils has been thor-
  oughly looted and most of the windows broken, it has 
  yet to suffer serious structural damage like many of 
  the other buildings have.  Acid burns cover much of 
  the floor, which creaks ominously when you cross it, 
  hinting it might not be as strong as it looks.  The room 
  was once filled with shelves of simple trade goods, but 
  they have all since been cast to the floor and scattered 
  about.  
  If the PCs wish to search the room and succeed at a 
  Search check, DC 10, they find the following: 12 gp, 
  56 sp, 32 cp, 50 ft. of hemp rope, 50 ft. of silk rope, 
  5 days of rations, backpack, bedroll, 2 bells, a winter 
  blanket, 3 candles, 2 fishing nets, flint and steel, 2 belt 
  pouches, 2 sacks, 3 pints of oil, 2 daggers, a spear and 
  the trap door to the basement concealed under an old 
  rug.  
  Within the basement, the PCs find Davin Longtil, 
  quaking in fear of both pirates and gel zombies.  
  Luckily, he has evaded detection thus far but 
  continues to hide down here and has no plan for 
  escaping the village.  He is quite terrified and it will 
  take some convincing to help him regain his compo-
  sure.  Davin simply wants to get out of all this alive 
  and is willing to sacrifice anyone else to do it.    He 
  knows Strong Kas will kill him, given a chance, so 
  Davin will counsel against making deals with the 
  pirate captain.  
  Also in the basement are 2 barrels of fish, 2 casks of 
  ale, 20 days of rations, 10 bushels of sugar cane, 10 
  torches, 2 lanterns, 20 frost pebbles, 10 square yards 
  of canvas, 2 tents, 5 cords of firewood and heavy 
  crossbow with 20 bolts.
  2. Ben River’s House
  This house has managed to avoid the worst of the 
  destruction of the village, mainly because it looks so 
  decrepit the pirates assumed no one lived there and 
  moved on.  The Rotter Ooze likewise ignored the 
  house because the ooze felt the cold from Ben River’s 
  ice chest, located near the door.  When the PCs inspect 
  Ben River’s house read the following:
  Obviously the home of a sailor, this decrepit building is 
  surrounded by bits of sails, nets in need of de-tangling, 
  broken oars and other fast off bits of maritime equip-
  ment.  No doubt, it has seen better days.
  Ben has barricaded himself in the house with several 
  chairs. When the PC discovered that the door is barred 
  shut they can either call out to Ben. With the help of 
  two teenagers, they can easily convince the old sailor 
  that the PCs are not another pirate raiding party. He 
  will come out of his house and be quite friendly.
  On the other hand, the PCs can also break down the 
  door with a Strength check, DC 20, or chop it down 
  with weapons.  The door has hardness of 5 and 8 hit 
  points.  Once they break down the door and enter read 
  the following:
  The interior is poorly lit by a single sputtering lamp 
  under a table but it is still evident the furnishings are of 
  the same quality as the exterior of the building.  There 
  is a large wooden table dominating the room but all 
  the chairs in the room had been piled up against the 
  only door.  Next to the door is a small metal chest, from 
  which slight cold drafts can be felt. As your eyes get 
  accustomed to the lightning an old man bursts up from 
  beneath some junk in on corner of the room, longsword 
  in hand. “You don’t look like walking dead,” he says 
  with the hard accent of a man who grew up on the seas. 
  “That means you must be pirate scum then!” With that 
  he charges forward and attacks.
  Ben Rivers will assume the door-bashing PCs are 
  pirates, but if Mina or Josh are with the PCs, the two 
  will convince him otherwise.  If Josh or Mina are not 
  with the PCs they can talk Ben down as long as they 
  don’t actually hit him.  If they violently subdue him 
  and then start talking, he is not going to be very likely 
  to help them.  
  Assuming the PCs calm Ben down or never had to 
  break down his door in the first place, he’ll be willing 
  to help them as needed, offering the services as a 
  sailor to help them escape the island.  Of course, 
  they need a boat to do so and the only boats avail-
  able are the fishing boat in the harbor and the pirate 
  boat.  Assuming the PCs convince Ben to aid them 
  he will do what he can to help but will avoid combat, 
  
  NeoExodus Adventures: gel
  Page 7
  claiming his age prevents him from being anything 
  other than a hindrance in a fight.          
  3. tavern
  The tavern is the only two-level building in the two, 
  but the pirates used ballistae when they came into 
  the harbor and destroyed most of the second story.  
  The first story has partially collapsed because of the 
  second story damage and the floors have been weak-
  ened by the gel zombies and the Rotter Ooze, which 
  burned a hole through one of the walls as well. 
  If the PCs go on the second story, they must make a 
  Balance check, DC 15, or fall through a weak point 
  in the floor, taking 1d6 damage.  If the PCs use any 
  explosive spells or other disruptive abilities in the 
  tavern the building will collapse, doing 3d6 damage 
  to anyone inside unless a Reflex save is made, DC 12.  
  A successful save means the character manages to get 
  out of the buildings before being damage by falling 
  debris.  
  Read the following when the PCs enter the tavern:
  This building, the only two-story building in the village, 
  is a rickety one that has seen extensive damage recently. 
  The second story is in ruins with several ballista bolts 
  poking through several major structural supports.  Acid 
  burs are present on much of the floor and the north 
  wall has a fix foot tall hole burned clean through it. 
  The furniture in the tavern has been mostly destroyed, 
  either by axe or by acid, and most of the tableware and 
  food stuffs have been destroyed as well.  
  There are no bodies in the tavern, but numerous 
  bloodstains where the owners and patrons were slain 
  by the pirates and then taken by the Rotter Ooze.  Josh 
  was living on the second floor of the tavern and will 
  want to investigate to see if any of his things survived 
  if the PCs do not stop him.  All of his belongings are 
  now scattered through the wreckage.
  If the PCs search the tavern and succeed at a Search 
  check, DC 10, they find the following: 3 daggers, 1 
  silver dagger, 1 longsword, 7 gp, 56 sp, 104 cp, 2 sets 
  of traveler’s clothes, 3 days of rations, 2 lanterns and 
  2 torches.  None of these items belong to Josh
  4. Cartwright House
  Lisa and William Cartwright unfortunately were 
  some of the first victims of the Rotter Ooze when it 
  attacked the town.  The Rotter Ooze turned them into 
  gel zombies but unfortunately damaged the building 
  while exiting and collapsed part of it, trapping the 
  gel zombies inside.  The front half of the building 
  is partially collapsed while the rest of it is reason-
  ably sound.  The PCs will have to move several large 
  pieces of debris to get into the building, requiring 
  three Strength checks, DC 15.  
  Once the PCs get inside read the following:
  This was once the home of a well to do farmer but the 
  front half of it has collapsed, mainly due to massive 
  acid burns that have charred deeply into the wood, as 
  it appears.  The inside has been ransacked.  From the 
  rubble near the front of the house, a soft moan can be 
  heard, followed by a dull thud as some of the rubble 
  is pushed aside.  One of the shambling animated dead 
  lifts itself from the debris, slime and ichor sliding off 
  its body.  Another rises behind it and both begin to 
  advance with slow, stumbling steps.
  If Mina is with the PCs, she screams and faints since 
  these are her parents come back from the dead.  The 
  zombies will attack the PCs until they are destroyed 
  or the PCs are killed.  The gel zombies will chase the 
  PCs out of the building, drawing the attention of the 
  other gel zombies in the area.  If the PCs stand and 
  fight, all the gel zombies will converge on them.  
  If the PCs search the house and succeed at a Search 
  check, DC 10, they find the following: a silver 
  candelabrum worth 50 gp, a gold ring worth 20 gp, 
  a masterwork longsword, 23 gp, 12 sp, 56 cp, and a 
  heavy crossbow with 30 bolts.
  In the basement there is enough food for 30 days for 
  one person, 2 bedrolls, lots of extra clothes, 2 shovels, 
  a scythe, a flail, and tools for repairing wagons.  
  5. Seed and Feed Shop
  The economic heart of Lannil, this shop is where most 
  farmers bought their feed and farming equipment and 
  sold their crop.  It is a rather large building; most of it 
  is taken up by a warehouse-like storage space, which 
  often ended up being used as overflow space for the 
  silo.  Most of the stores are empty because a ship 
  recently left with most of the harvest. The pirates left 
  the building alone for the most part, marking it for 
  later plunder.  Since there was no one inside the otter 
  ooze left it alone as well.  When the PCs enter the 
  seed and feed shop read the following:
  This building is a large, cavernous structure with no 
  interior walls.  There are lots of shelves however; 
  dozen and dozens of them, most of which are empty. 
  There are no signs of struggle or violence here, only a 
  creepy feeling of emptiness.  The shelves that are occu-
  
  NeoExodus Adventures: gel
  Page 8
  pied hold farming gear, seed bags and bushels of sugar 
  cane.  Near the door is a desk and chair with several 
  books and ledgers on the desk.
  If the PCs search the desk they find 305 gp, 238 sp, 
  420 cp, a magnifying glass, two frost pebbles, and a 
  dagger.  The ledgers contain no information of interest 
  except stating that business has been down since 
  Davin Longtil showed up four months ago.
  6. Silo
  This four-story structure was used to store sugarcane 
  awaiting transportation off the island, but now it is a 
  four-story inferno.  The silo did not contain much in 
  the way of sugar cane because of a recent shipment, 
  but the sugar cane that did remain, combined with the 
  wood of the silo, was highly flammable.  One of the 
  pirates accidentally dropped a lantern while looking 
  in the silo and caught the sugar cane inside on fire, 
  which has spread to the structure.  The fire will spread 
  to the ship supplies building at 1:00 AM if the PCs 
  do not do something to prevent it.  Otherwise the Silo 
  will burn until 6:00 PM on day two.
  If anyone stands within 5 feet of the silo they take 1d4 
  heat damage per round, and can Reflex save DC 12 
  for no damage.  If anyone enters the silo they take 3d6 
  heat damage per round.  
  When the PC approach the silo read the following:
  This silo was one probably used for the storage of 
  crops waiting to be shipped off the island, but now it 
  is a burning wreck.  The heat is such that is difficult 
  to come close to the silo and is probably impossible to 
  survive going inside.  
  7. Ship Supplies
  This small building is where the supplies for the 
  fishing ship are kept, along with emergency supplies 
  for the various transport ships that come to Lannil.  
  It is a very messy room as it is only regularly used 
  by Ben Rivers, and he is not a tidy man.  The pirates 
  passed it by for more interesting loot and the Rotter 
  Ooze ignored it because there were no people around.  
  When the PCs enter the ship supplies building, read 
  the following:
  This building is a mess, but it seems more so because 
  of disuse than any active rummaging.  Sails lay in 
  haphazard stacks in one corner while oars, nets and 
  planks that are messily stacked against the walls.  It 
  looks like there is sufficient gear to outfit a boat 
  reasonably well.
  Other than equipment to outfit a boat there is little of 
  use in here.  There is a sail the PCs need to get the 
  fishing ship sea worthy and oars that can be used to 
  steer a longboat.  
  If the PCs do not stop the silo fire, it spreads to this 
  building at 1:00 AM of day two (the first night the 
  PCs are there).  For the next hour anyone entering the 
  building takes 1d6 damage from the heat.  After that 
  hour, anyone entering the building takes 2d6 damage 
  and all the equipment in the building is no longer 
  useful.  The building burns down completely at 8:00 
  AM on day two.  
  8. Ruins
  All the ruins around the village are burnt down 
  remains of dwellings for the local settlers.  Most 
  of these settlers were farmer and their homes were 
  wooden dwellings of modest means.  In each ruin 
  there are may be a wall or two still standing, some 
  crumbing support beams and a lot of burnt wood.  If 
  the PCs wish to search a ruin it requires 30 minutes 
  and requires a Search check, DC 15.  If the Search 
  check is successful roll on the following table to 
  determine what the PCs find:
  D20 Roll 
  Item Found:
  1 
   Pint of oil
  2-3 
   Frost pebbles (1d4)
  4 
   1 day of ration
  5 
   Dagger
  6 
   Torch 
  7 
   Lantern
  8 
   1d6 gp
  9 
   1d10 sp
  10 
   1d20 cp
  11 
   Map of the island
  12 
   Spear
  13 
   10 arrows
  14 
   Barrel of mead
  15 
   Cask of water
  16 
   Loaf of bread
  17 
   Bushel of sugar cane
  18 
   Gold ring worth 50 gp
  19 
   Suit of studded leather armor
  20 
   Long sword
  9.  The Pirate Ship
  The pirate ship is a 3-mast galleon with a crew of 22 
  and three ballistae for armament.  It is not particularly 
  large or stout but it is fast on the open seas, especially 
  
  NeoExodus Adventures: gel
  Page 9
  in the hands of a well trained crew.  Strong Kas and 
  his crew are able to use the ship’s strengths effec-
  tively, attacking lone merchant ships while using their 
  speed to avoid tangling with heavily armed ships.  The 
  name of the ship is the Martin Lilly, named after its 
  first pirate captain, who met his end in a strange acci-
  dent during the middle of a storm.
  When the PCs reach the ship, there are 20 pirates on 
  the ship in addition to Strong Kas and Mr. Goreton.  
  During the night, only five pirates will be on watch 
  on the deck while the rest are sleeping below decks.  
  During daylight, ten pirates will be on deck with 
  Strong Kas and Mr. Goreton while the rest are below 
  decks working or sleeping.  The attacks by the Rotter 
  Ooze have made the pirates wary so they keep a 
  steady eye out for threats to the ship.  Any trouble 
  will be met with a cry of alarm and a rain of crossbow 
  bolts.  The pirates have a “strong shoot first and 
  search the bodies later” mentality, sort of like a lot of 
  PC parties. If the pirates spot Davin Longtil, they will 
  try to take him captive but will kill anyone else with 
  him.  Pirates below decks will take ten rounds to get 
  on deck.   
  The ship is broken up into four areas.  At the front 
  of the ship is the forecastle where the ballista bolts 
  and other supplies needed on deck are stored.  At the 
  back of the ship is the aft castle where Strong Kas and 
  Mr. Goreton sleep, above which is the ship’s wheel.  
  Below decks is the crew quarters in the rear third of 
  the ship and the cargo hold in the front two thirds.  
  The entire ship is sixty feet from stem to stern.  It is 
  unlikely the PCs will make it on board the ship before 
  it sinks.
  When the PCs approach the ship, read the following:
  The ship in the harbor is a relatively small one for a 
  three-masted ship, obviously built for speed and maneu-
  verability rather than toughness or cargo capacity. 
  Three ballistae are visible on the decks, making it clear 
  this is no simple merchant ship.  High in the main mast 
  a simple hand painted skull and crossbones flutter in 
  the breeze.  
  10. The Fishing Boat
  Ben River’s little fishing boat, the Hungry Snook, 
  is a ramshackle craft almost as old as its cantan-
  kerous owner.  It is a wooden boat of solid, if rickety 
  looking, construction well suited to fishing in the 
  waters around Lannil.  Unfortunately it is not suited to 
  outrunning or outfighting pirates.  The ship can hold 
  10 people.  
  Unfortunately, on Ben’s last trip out the sails on the 
  Hungry Snook were torn and he has yet to replace 
  them.  New sails are in the ship supplies building.  It 
  takes 20 full round actions and a Professional (Sailor) 
  check, DC 10.  If the new sails are damaged, it will 
  require 1 hour of stitching to make sufficient repairs 
  on the old sails to make them useable. 
  The Ooze Attacks
  At 1:00 AM, the Rotter Ooze and its surviving gel 
  zombies return to the village and begin hunting 
  around the village for food.  If it finds the PCs it will 
  attack, only fleeing it if suffers more than 40 points 
  of normal damage.  If the PCs significantly damage 
  the Rotter Ooze or put more than 300 ft. between 
  themselves and the Rotter Ooze, it ignores them and 
  goes after the pirate ship full of delectable morsels by 
  surprising everyone by its ability to float on the water. 
  It enters the lagoon and attacks the side of the pirate 
  ship, quickly burning a hole through the ship’s hull.  
  The ship begins sinking immediately and the crew 
  abandons ship, but eight die in the water, eaten by the 
  Rotter Ooze (if the Rotter Ooze has been injured it 
  uses these eight victims to heal, otherwise it uses them 
  to grow in size).  Twelve pirates, Strong Kas and Mr. 
  Goreton make it to the shore and they quickly flee 
  into the woods, hoping to avoid the Rotter Ooze.  
  If the PCs try and make it to the fishing boat while 
  the Rotter Ooze is still in the area, it will attack both 
  them and the boat, making the boat unseaworthy if it 
  onboard for a single round.  The PCs best bet is prob-
  ably to try and lead the Rotter Ooze away from the 
  village so they can get at the boat without attracting 
  the creature’s attention.  The Rotter Ooze will send 
  some of the surviving gel zombies in the village 
  after the pirates while the ooze itself and a retinue of 
  zombies chase after the PCs.  
  The Rotter Ooze moves much slower than the PCs so 
  they can probably stay ahead of it with little effort, but 
  any stops to sleep, prepare spells or strategize, they 
  could possibly be disrupted by the Rotter Ooze or its 
  gel zombies.  Neither the zombies nor the Rotter Ooze 
  have need to rest or to stop, so their pursuit will be 
  relentless and constant.  During their flight from the 
  gel zombies, Mina and Josh will suggest the PCs visit 
  Heslik’s cave in the hope of finding something there 
  to help.
  
  NeoExodus Adventures: gel
  Page 10
  Heslik’s Hideout
  Heslik’s home of many years is a cave created by lava 
  flows when the volcano on Lannil was active long 
  ago.  The walls of the cave are very smooth and the 
  entire place as a heavy, oppressive air.  All the ceilings 
  are ten feet tall.  The entire cave smells distinctly sour 
  and is very humid.  
  1.  The Cave Entrance
  Read the following when the PCs approach the cave:
  The entrance to Heslik’s cave is ten feet tall and partially 
  covered by hanging vines.  Plants grow right up to the 
  entrance; making it seem dubious anyone actually lives 
  here.  Swinging from the vines is a small monkey and 
  when it sees you it begins screaming shrilly, creating a 
  very loud and obnoxious noise.
  The monkey is Heslik’s animal companion Fester.  
  Since Heslik’s transformation, Fester has been 
  hanging around the front of the cave, staying near 
  the cave in case Heslik returns to normal and comes 
  home.  Fester saw the entire ritual and can described 
  what happened if the PCs are able to converse with 
  him.  Unless the PCs try to make friendly overtures 
  to Fester, he will assume they are interlopers and 
  will scream at them, throw things and otherwise be 
  annoying as long as the PCs are in the cave.  Fester 
  will recognize Mina and Josh but they already stole a 
  scroll from the cave so Fester is none to happy with 
  them either.
  Fester: Int. 15, otherwise see Monkey in the SRD.  
  2. Heslik’s Room
  When the PCs enter Heslik’s room read the following:
  This room seems to have served as someone’s living 
  quarters but now it is in shambles.  Acid burns are 
  present all around the room and it seems like much of 
  what was the furniture of this room has been destroyed. 
  Half a bed lies in one corner while the burned frag-
  ments of books lay scattered about the floor haphaz-
  ardly.  Several shelves lie in pieces on the floor, holes 
  burnt through the lower part of their structure.  Little 
  in this room has escaped serious damage.
  If the PCs search Heslik’s room they find 5 frost 
  pebbles, 1 silver dagger, a masterwork staff, 2 potions 
  of cure light wounds, a torch of continual flame, a 
  wand of ice storm with 4 charges (10th level caster), 
  wand of fireball with 8 charges (5th level caster), 2 
  potions of protection from acid, 1 potion of protection 
  from fire, 1 potion of neutralize poison and a collec-
  tion of Heslik’s notes.  If the PCs inspect the notes, 
  read the following:
  The scraps of paper have suffered major damage and 
  none of them fit together to make complete pages.  Many 
  of those sections of text that have survived are smudged 
  or stained with liquid, making them difficult to read at 
  best.  You can make out the following though:
  “…and the slimes on the island continue to demon-
  strate remarkable intelligence unlike any seen in 
  similar creatures elsewhere.  They understand pain 
  and reward, making it possible to train them.  Already 
  they’ve learned not to come into the center of the slime 
  room because doing so will earn them a punishment. 
  A very…”
  “…but the ritual seems to be what they used to create 
  slimes from their humanoid minions.  These wizards 
  showed little concern for their followers, converting 
  them to all manner of oozes and slimes to increase their 
  power in battle.  The actual effectiveness of this I doubt. 
  Still the ritual does allow for some interesting research 
  possibilities.”
  Reading any more of the text requires a Decipher 
  Script check DC 20.  If they succeed, read the 
  following:
  “The pirates have laid anchor in the harbor.  I wasn’t 
  able to stop them.  Their wizard and numbers were too 
  much for me.  I’ll perform the ooze transmogrifica-
  tion ritual in the hopes then I can defeat them.  I don’t 
  know if I’ll ever change back.”
  3. Slime Chamber
  When the PCs enter this room read the following:
  This room seems to be the central point of a small 
  network of tunnels, all smooth walled like the others 
  in the cave.  This room is even more humid that the 
  others and a sickly smells of rotting vegetation and 
  meat permeate the room.  In the center of the room are 
  several candles, a bowl that has been knocked over, 
  several empty bottles and a bloodstain. From down 
  several of the side tunnels a soft gurgling and bubbling 
  can be heard, and it seems to be getting louder.  
  This room connects several tunnels used by the 
  local ooze population that Heslik has been studying.  
  Normally this room is shielded by wards and other 
  spell protections but since Heslik’s transformation 
  these have lapsed, leaving the PCs unprotected from 
  an onslaught of hungry oozes.  If the PCs run, they’ll 
  
  NeoExodus Adventures: gel
  Page 11
  be able to escape the cave easy enough and the oozes 
  will not pursue, but if the PCs stay they will have a 
  tough fight ahead of them.  Five rounds after the PCs 
  enter the room the various oozes will begin flowing 
  down the tunnels toward them, stopping only when 
  killed or the PCs flee.  There is one ooze per tunnel.
  Gelatinous Cube (3): See SRD.  
  Gray Ooze (2): See SRD.  
  Ochre Jelly (1): See SRD  
  These oozes are special in that they all have an 
  Intelligence of 1 and are affected by mind influencing 
  spells.  
  In the center of the room are the remains of the ritual 
  components Heslik used in the transmogrification 
  ritual.  They are of little use now.  
  If the PCs search any of the tunnels after killing the 
  oozes they lead down to a complex network of lava 
  caverns, but these tunnels hold nothing of interest.  
  Pirates!
  Unless the PCs use some extraordinary means of 
  avoiding the pirates, the PCs run into them at 4:00 
  AM.  If the PCs are in Heslik’s cave, the pirates enter 
  the cave seeking to hide from the gel zombies chasing 
  them.  Otherwise the two groups simply stumble upon 
  each other in the woods.  If Davin is with the PCs 
  the pirates will attack first and ask questions later.  If 
  he is not, the pirates will talk to the PCs and offer an 
  alliance in the interest of destroying the gel zombies.  
  At this point the pirates are more interested in getting 
  rid of the zombies than the PCs.  In either case, ten 
  rounds after the pirates meet the PCs the gel zombies 
  arrive, attacking everything in sight.  Unless the PCs 
  have taken extraordinary precautions the Rotter Ooze 
  and the rest of the gel zombies show up ten rounds 
  after that, meaning the PCs will have quite a battle on 
  their hands if they try to stand and fight.
  The pirates will flee the battle as soon as six of their 
  number are slain or if Strong Kas is killed.  
  Getting Off the Island
  Once the pirate ship goes down there is only one 
  obvious way off the island: Ben River’s fishing boat.  
  The PCs need to get far enough from the Rotter Ooze 
  so it does not attack them on the boat and destroy 
  it.  If they eventually kill the Rotter Ooze or leave it 
  fighting the pirates, the PCs can get to the boat and set 
  the sails, but even then they’ll have to wait for high 
  tide to sail off the island.  Until then, they’ll have to 
  hide near the shore, avoiding pirates and the ooze.  
  Once high tide comes though the PCs can sail through 
  the reef and out onto the open sea.  
  The island of Mertee is two days away, but there are 
  several smaller islands the PCs can stop at if desired.  
  Unfortunately, none of these islands have inhabitants 
  or any resources other than trees and plants.  With all 
  the fishing gear on board it is easy enough to keep 
  well fed but water may be an issue unless the PCs 
  are well prepared.  None of the small islands they 
  encounter have fresh water supplies.  
  Conclusion
  Assuming the PCs escape they probably are on a small 
  boat with Ben Rivers, Mina, Josh and maybe Davin 
  Longtil.  Ben knows there is a village on Mertee 
  where they can probably get transportation elsewhere 
  and he hopes to set up shop as a fisherman there.  Josh 
  and Mina will try to accompany the PCs if allowed, 
  becoming eager sidekicks if given half a chance (and 
  each becomes 2nd level after this adventure, making 
  them more attractive as sidekicks).  Davin will try to 
  slink away as quickly as possible, but he’s not above 
  stealing from the PCs given half a chance.  Their next 
  quest could be chasing Davin down to recover stolen 
  property of their own.  
  The Rotter Ooze will remain on Lannil if it survives 
  the PCs, eating those unlucky enough to land there 
  and slowly creating an army of gel zombies.  Unless 
  someone is very stupid, the Rotter Ooze will remain 
  trapped on the island.  Strong Kas and company 
  probably end up getting killed by the Rotter Ooze 
  and joining its slime legion, but if you feel they are 
  particularly interesting foils for the PCs the pirates 
  could construct a raft of some sort and escape.  The 
  pirates will want revenge and will possibly coming 
  looking for the PCs late if the pirates were wronged or 
  betrayed by the PCs.
  If you plan on playing the next adventure in the series, 
  the PCs are hit by a storm the first day after leaving 
  Lannil.  Waves and rain lash the boat, breaking the 
  mast and ruining the sails.  Eventually the boat runs 
  aground on a reef and quickly begins to sink, but as it 
  begins to go under the PCs see another, much larger 
  boat in the distance, sailing through the storm with 
  loose, unkempt sails and an empty deck.  The ship is 
  obviously deserted, but the PCs have little choice.  As 
  the first character scrambles aboard he sees blood-
  
  NeoExodus Adventures: gel
  Page 12
  stains splattered across the deck.  Maybe drowning 
  was better?
  Abbreviated 
  Schedule of Events
  Day 1:
  9:00 PM: PC Arrival
  10:30 PM: PCs attacked by Rotter Ooze
  Day 2:
  1:00  AM: Fire spreads to ship supplies building. 
  Rotter Ooze attacks village, sinks pirate ship.
  4:00 AM: PCs encounter pirates
  8:00  AM: Ship supplies building burns down.  
  6:00  PM: Silo burns down
  Appendix A:  
  the Star of the Show
  Rotter Ooze
  Always N Large Ooze
  Hit Dice: 12d10+87 (160)
  Initiative: -2 (Dex)
  Speed: 10 ft (2 squares), swim 20 ft (4 squares)
  AC: 7 (-2 Dex, -1 Size)
  Base Attack/Grapple: +9/+18
  Attacks: 2 slams + 14 melee (2d6+1d6 acid+5)
  Face/Reach: 5 ft. by 5 ft. / 10 ft.
  Special Attacks: Improved Grab, Engulf, Acid
  Special Qualities: Damage Reduction 10/magic, Acid 
  Immunity, Regeneration 5, Blindsight, Weakness of 
  Mind, Growth
  Saves: Fort +8, Ref -2, Will +2
  Abilities: Str 20, Dex 7, Con 22, Int 5, Wis 14, Cha 3.
  Skills: Hide +6, Move Silently +10, Climb +13.
  Feats: Great Fortitude, Cleave, Great Cleave
  Environment: Temperate Forest
  Organization: Solitary
  Challenge Rating: 13
  Treasure: None
  Rotter Oozes are highly acidic ooze creatures some-
  times found in lush forest regions.  They feast on 
  all organic matter than comes across their path but 
  prefer the flesh of living beings.  Unlike other oozes, 
  the creature possess a rudimentary intelligence and 
  a nervous system, allowing them to act in a fashion 
  more akin to an animal than other oozes.  Because of 
  the low speed of the Rotter Ooze, it often acts as a 
  scavenger instead of a hunter, usually taking the color 
  of the internal organs and fluids of its most recent 
  victims.  This means a well fed Rotter Ooze is usually 
  red.  Unfortunately, the Rotter Ooze is a creature of 
  eternal hunger so they are always on the hunt for food. 
  Combat: 
  Rotter Oozes usually use simple contact tactics: go 
  after the closest, largest living being until you catch 
  it and kill it.  To this end they will go through walls, 
  across water and knock down trees to get their prey.
  Improved Grab (Ex): To use this ability, the Rotter 
  Ooze must hit with its slam attack.  If it makes a 
  successful grapple attack, it can use the engulf ability.
  Acid (Ex): Rotter Oozes secrete a digestive acid that 
  quickly dissolves organic material and metal.  Any 
  melee hit deals acid damage.  The creature’s acidic 
  touch deals 40 points of damage per round to wood 
  or metal objects.  Armor or clothing dissolves and 
  becomes useless immediately unless it succeeds at 
  a Reflex save (DC 19).  Metal or wooden weapons 
  striking the Rotter Ooze also dissolve immediately 
  unless a successful Reflex save (DC 19) is made.  
  Magic items add their magical bonus to this save.
  Engulf (Ex): Despite its slow speed, the Rotter Ooze 
  can occasionally run over opponents of one size level 
  below that of the Rotter Ooze, absorbing them within 
  its gelatinous body.  This requires a standard action 
  during which the creature moves into the square 
  occupied by the target.  The Rotter Ooze merely has 
  to move over the opponents, affecting as many as 
  many as it can cover.  Opponents can make attacks 
  of opportunity against the cube, but they if they do 
  they are not entitled to a saving throw.  Those who 
  do not attempt attacks of opportunity must succeed at 
  a Reflex save (DC 16) or be engulfed; on a success 
  they are pushed back or aside (opponent’s choice) as 
  the creature moves forward.  Engulfed creatures suffer 
  2d6 damage each round while any metal or wood 
  equipment suffers 40 points of damage each round.  
  Any engulfed creatures are considered grappled and 
  trapped within the Rotter Ooze.  
  When someone dies after being engulfed by the Rotter 
  Ooze they are used to increase the size of the Rotter 
  Ooze (see Growth below), completely consumed to 
  heal the creature of 2d8 hit points or turned into a gel 
  zombie.  If turned into a gel zombie the body is forced 
  out of the Rotter Ooze five rounds after death and is a 
  fully functional gel zombie.  
  
  NeoExodus Adventures: gel
  Page 13
  Immunity to Acid (Ex): The Rotter Ooze is immune 
  to all forms of acid.  
  Regeneration (Ex): Cold deals normal damage to a 
  Rotter Ooze.  
  Blindsight (Ex): Using scent and vibration, the Rotter 
  Ooze has blindsight out to 60 ft.
  Weakness of Mind (Ex): Unlike most oozes the 
  Rotter Ooze is somewhat intelligent and can be 
  affected by mind-affecting spells.  
  Growth (Ex): As the Rotter Ooze eats more animals 
  it increases in size.  See the table above for the change 
  in the Rotter Ooze’s stats to see how they change as 
  more creatures are digested.  Creatures turned into 
  gel zombies are not counted against this total.  Small 
  creatures count as half a medium sized creature.
  Gel Zombie
  Always N Medium Undead
  Hit Dice: 4d12+3 (26)
  Initiative: -2 (Dex)
  Speed: 20 ft. (4 squares)
  AC: 12 (-2 Dex, +4 natural armor)
  Base Attack/Grapple: +2/+4
  Attack: Slam +6 melee (1d6+1d4 acid+2)
  Face/Reach: 5 ft. by 5 ft. / 5 ft.
  Special Attacks: Acid
  Special Qualities: Undead, Acid Immunity, 
  Regeneration 1, Blindsight, Turn Immunity, Slow
  Saves: Fort +1, Ref -1, Will +0
  Abilities: Str 15, Dex 7, Con --, Int --, Wis 8, Cha 1.
  Feats: Toughness
  Environment: Any
  Organization: Squad (6-10)
  Challenge Rating: 4
  Treasure: None
  Gel zombies are created by Rotter Oozes to help the 
  ooze hunt for more prey.  They are created when the 
  ooze slays a creature by engulfing it and then spits 
  the remains out with the creature’s brain and nerves 
  replaced by the slime of the Rotter Ooze.  These gel 
  zombies are completely mindless but are under the 
  control of the Rotter Ooze.  While they possess few 
  of the Rotter Ooze’s abilities the gel zombies do move 
  faster than the ooze and are often used to coral prey 
  back toward the ooze.   
  Combat:
  Gel zombies normally advanced on their chosen target 
  and try to drive it toward the Rotter Ooze.  They show 
  no fear and will walk into traps without concern.  
  Other than chasing people and hitting them, gel 
  zombies have no tactics.
  Acid (Ex): The acidic ooze flowing through the gel 
  zombies adds to the damage the zombie inflicts with 
  its slam attack. 
  Immunity to Acid (Ex): Gel zombies are completely 
  immune to acid.  
  Regeneration (Ex): Gel zombies take normal damage 
  from cold and fire attacks.  
  Blindsight (Ex): Using scent and vibration, gel 
  zombies have blindsight out to 100 ft.
  Turn Immunity (Ex): Although they are undead, the 
  creation process of gel zombies involved no negative 
  energy.  Gel zombies cannot be turned, destroyed, 
  controlled or rebuked by clerics.   
  Slow: Gel zombies cannot run and can only take one 
  standard action per round.
  growth for a rotter ooze
  Amount  
  Size: 
  AC: 
  Hp: 
  Face: 
  Reach: 
  Slam Damage:
  1-2  
  Large 
  7 
  +5 
  5 ft. by 5 ft. 
  10 ft. 
  2d6
  3-6 
  Huge 
  6 
  +5 
  10 ft. by 10 ft. 
  15 ft. 
  2d8
  7-12 
  Huge 
  6 
  +5 
  10 ft. by 10 ft. 
  15 ft. 
  2d10
  13-20 
  Huge 
  6 
  +5 
  10 ft. by 10 ft. 
  15 ft. 
  2d12
  21-30 
  Gigantic 
  4 
  +15 
  15 ft. by 15 ft. 
  20 ft. 
  3d10
  
  NeoExodus Adventures: gel
  Page 14
  Appendix B: The Cast
  Strong Kas the Red and his 
  Pirate Band:
  Strong Kas the Red 
  An ogre of surprising wit and leadership ability, 
  Strong Kas has worked his way from a lowly deck-
  hand to commanding his own ship.  Strong Kas rules 
  by intimidation and harsh discipline, but he realizes 
  that these means will only get him so far.  To keep his 
  men loyal, Strong Kas has made a practice of gath-
  ering information on easy targets and taking big hauls 
  with minimal casualties.  Also Strong Kas has insti-
  tuted an onboard justice system that is equal to both 
  officer and swabbie.  By and large, his men are very 
  loyalty to him.  Strong Kas goes to great lengths to 
  keep his word when possible, feeling that it shows his 
  men he can be trusted.  
  Strong Kas wants the map and other items in the 
  possession of Davin Longtil and cares about nothing 
  else other than keeping his men alive and keeping 
  their loyalty.  Once the Rotter Ooze begins attack, 
  though, Strong Kas is torn between leaving and losing 
  face with his men or staying and letting more of them 
  die.  After the ship is destroyed, Strong Kas dedicates 
  himself completely to destroying the ooze and will 
  sacrifice anyone he has to succeed at this.  
  Strong Kas will keep his end of any deals he makes 
  with the PCs, but he wants to punish Davin Longtil 
  in addition to getting his property back.  This punish-
  ment will probably involve Davin’s untimely demise.  
  Strong Kas the Red
  Male ogre fighter 7
  LE Large Giant 
  Init: +0 Senses Listen +4, Spot +4, Darkvision 60 ft.
  Languages: Common, Giant, Orc
  AC: 18, touch 9, flat-footed 18 (-1 Size, +5 natural 
  armor, +4 armor)
  hp 92 (4d8+7d10+22 HD)
  Saves: Fort +11, Ref +3, Will +4
  Speed: 40 ft. (8 squares)
  Melee: large masterwork greatsword +17/+12 melee 
  (3d6+11) 
  Melee: large masterwork hand axe +16/+11 melee 
  (1d8+6)
  Base Atk: +10 Grp +20
  Special Actions: Power Attack, Cleave, Great Cleave
  Abilities: Str 22, Dex 10, Con 14, Int 12, Wis 12, Cha 
  10  
  Feats: Cleave, Great Cleave, Improved Critical 
  (greatsword), Leadership, Quick Draw, Power Attack, 
  Weapon Focus (greatsword), Weapon Specialization 
  (greatsword)
  Skills: Climb +11, Intimidate +5, Listen +4, 
  Profession (Sailor) + 12, Spot +4, Swim +16
  Possessions: Large masterwork greatsword, master-
  work chain shirt, five large masterwork hand axes, 
  potion of cure serious wounds, potion of cure 
  moderate wounds, potion of bull strength, potion of 
  endurance, 142 gp, 67 sp, 34 cp
  Mr. Phineas Goreton, First 
  Mate to Strong Kas the Red
  Strong Kas’ right hand man, Mr. Goreton is a dwarf 
  with a disposition so sour he makes lemons jealous.  
  Mr. Goreton’s primary responsibility is dispensing 
  discipline and punishments on Strong Kas’ ship.  Mr. 
  Goreton is also a wizard of respectable power and 
  often uses his spells to aid the crew.  Unfortunately 
  the magical fluctuations have made using magic of 
  any type dangerous so Mr. Goreton will only use it as 
  a last resort.  Instead he will rely on craft and guile.
  Mr. Goreton is very loyal to Strong Kas but not to 
  the point of death.  If things look particularly bad, 
  Mr. Goreton will flee or simply let loose with every 
  spell he has.  Mr. Goreton is a crafty individual and he 
  rarely lets himself get back into a corner.  He’s always 
  willing to cut a deal with the devil to come out ahead.  
  And like all good 1st mates he’d like to be captain one 
  day.
  Mr. Phineas Goreton  
  Male dwarf rogue 2/wizard 6
  LE Medium Humanoid
  Init: +2 Senses Listen +3, Spot +5, Darkvision 60 ft.
  Languages: Common, Draconic, Dwarven, Giant
  AC: 14, touch 14, flat-footed 12 (+2 Dex, +2 deflec-
  tion), +4 vs. Giants
  hp: 34 (6d4+2d6+8HD)
  Resist: evasion, stability, +2 vs. poison, +2 vs. spells 
  and spell-like abilities
  Saves: Fort +5, Ref +7, Will +6
  Speed: 20 ft. (4 squares)
  Melee: +1 dagger +5 melee (1d4+1) 
  Ranged: +1 dagger +6 ranged (1d4+1) 
  Ranged: light crossbow +6 ranged (1d8)
  Base Attack: +4 Grp +4
  
  NeoExodus Adventures: gel
  Page 15
  Special Actions: sneak attack +1d6, +1 on attack rolls 
  vs. goblinoids
  Wizard Spells Prepared (CL 6th) 
   3rd - fireball (DC 15), hold person (DC 15)
    2nd - resist elements, flaming sphere (DC 14), 
  invisibility, scare (DC 14)
    1st – endure elements, magic missile, cause fear 
  (DC 13), shield
    0 – detect magic, ray of frost (DC 12), mending, 
  resistance 
  Abilities: Str 11, Dex 14, Con 12, Int 15, Wis 12, Cha 
  8
  SQ: familiar (rat), trapfinding, stonecunning, weapon 
  familiarity (dwarven waraxe, dwarven urgosh)
  Feats: Alertness (familiar), Brew Potion*, Combat 
  Casting, Scribe Scroll*, Skill Focus (Intimidate), Skill 
  Focus (Swim)
  Skills: Appraise +7 (+9 on stone and metal items), 
  Balance +7, Climb +5, Concentration +7 (+11 
  when casting defensively), Intimidate +9, Listen +3, 
  Profession (Sailor) +12, Sense Motive +6, Spellcraft 
  +8, Spot +5, Swim +8, Use Rope +7
  Possessions: Bracers of armor +2, potion of cure 
  moderate wounds, +1 dagger, scroll of fly, scroll of 
  invisibility purge, light crossbow, 50 bolts, quiver, 34 
  gp, 67 sp, 35 cp.   
  Spellbook: 0- detect magic, detect poison, daze, flare, 
  light, mage hand, arcane lock, prestidigitation, ray of 
  frost, read magic, message, mending, resistance; 1st- 
  alarm, hold portal, endure elements, magic missile, 
  obscuring mist, cause fear, shield, unseen servant, 
  comprehend languages, detect secret doors, identify, 
  charm person, sleep, chill touch, ray of enfeeblement, 
  burning hand, feather fall, magic weapon; 2nd- arcane 
  lock, protection from arrows, web, Melf’s acid arrow, 
  spider climb, summon monster II, summon swarm, 
  locate object, continual flame, magic mouth, mirror 
  image, cat’s grace, bull’s strength, endurance, knock, 
  resist elements, flaming sphere, invisibility, scare; 3rd 
  – fireball, hold person, dispel magic, stinking cloud, 
  fly, haste.         
  *= Bonus wizard feats.
  Pirates of the Red - 20
  Strong Kas’ pirates are a motley lot but loyal and rela-
  tively skilled.  They are in piracy for the money and 
  the freedom with few getting any special joy out of 
  killing.  This does not make them moral people by any 
  stretch of the imagination; they simply prefer robbery 
  to simple killing.  They will defend their captain and 
  fellow crewmates against bad odds, but not against 
  overwhelming odds.  They are very loyal to Strong 
  Kas but most have little liking for Mr. Goreton.
  Pirates of the Red
  Male and female human warrior 4
  N Medium Humanoids
  Init: +1 Senses Listen -1, Spot -1
  Languages: Common
  AC: 15, touch 11, flat-footed 14 (+1 Dex, +3 armor, 
  +1 shield)
  hp: 24 (4d8+4 HD)
  Saves: Fort +5, Ref +2, Will +0
  Speed: 30 ft. (6 squares)
  Melee: longsword +6 melee (1d8+1)
  Ranged: light crossbow +5 ranged (1d8)
  Base Attack: +4 Grp +5
  Abilities: Str 13, Dex 12, Con 13, Int 9, Wis 9, Cha 9
  Feats: Skill Focus (Profession (Sailor)), Skill Focus 
  (Swim), Weapon Focus (Longsword)
  Skills: Climb +3, Profession (Sailor) +8, Swim +10
  Possessions: Studded leather armor, small wooden 
  shield, long sword, light crossbow, 30 bolts, 1d6 gp, 
  1d8 sp, 1d10 cp.
  People of Lannil 
  Point:
  Mina Cartwright
  Daughter of William and Daphne Cartwright, the 
  Cartwright family arrived on the island with the first 
  settlers and has dominated the wagon building and 
  repair trade in Lannil Point.  The Cartwright family 
  is well respected in the town and Mina is generally 
  thought of as the town darling.  Unfortunately, this 
  opinion has suffered in the last few months with the 
  arrival of Josh Riggin, who Mina has spent a lot of 
  time with recently.  Mina is headstrong, determined 
  and surprisingly level headed for her age, which is 
  nearing 18.  She wants to get off the island but won’t 
  loose her head unless she herself is seriously injured.  
  Mina Cartwright 
  Female human expert 1
  NG Medium Humanoid
  Init: +1 Senses Listen +2, Spot +6
  Languages: Common, Elven, Sylvan
  AC: 11, touch 11, flat-footed 10 (+1 Dex)
  hp: 4 (1d6 HD)
  
  NeoExodus Adventures: gel
  Page 16
  Saves: Fort +2, Ref +1, Will +6
  Speed: 30 ft. (6 squares)
  Melee: dagger +0 melee (1d4)
  Ranged: dagger +1 ranged (1d4)
  Base Attack: +0 Grp +0
  Abilities: Str 10, Dex 12, Con 11, Int 15, Wis 14, Cha 
  14
  Feats: Great Fortitude, Iron Will
  Skills: Craft (woodworking) +5, Diplomacy +6, 
  Disable Device +5, Gather Information +6, Intimidate 
  +6, Profession (Wainwright) +6, Search +6, Spot +6, 
  Swim +4
  Possessions: Dagger, 1 day of rations, 50 ft. of rope, 
  lantern, 2 flasks of oil, backpack, flint and steel
  Josh Riggin
  A newcomer to Lannil Point, Josh Riggin has only 
  been on the island for six months.  The son of a 
  sailor and a seamstress, both his parents died when 
  he was young and he’s been traveling around on his 
  own ever since.  He’s quite the rebellious youth, only 
  staying in a town long enough to make some money 
  and make all the adults really mad.  He’s spent his 
  time on Lannil working odd jobs and helping harvest 
  sugar cane.  He’s also angered most of the parents by 
  being loud, cursing, encouraging disobedience in other 
  adolescents and romancing Mina Cartwright.  Josh has 
  the capacity to be a hero and will do his best to keep 
  both he and Mina alive.  Unfortunately, his rebellious-
  ness kicks in at bad times occasionally, but he often 
  makes up for it with heroics later.
  Josh Riggin
  Male human bard 1
  CG Medium Humanoid
  Init: +2 Senses Listen -1, Spot -1
  Languages: Common
  AC: 14, touch 12, flat-footed 12 (+2 Dex, +2 armor), 
  Dodge
  hp: 8 (1d6+4 HD)
  Saves: Fort +1, Ref +4, Will +1
  Speed: 30 ft. (6 squares)
  Melee: club +1 melee (1d6+1)
  Melee: dagger +1 melee (1d4+1)
  Melee: throwing axe +1 melee (1d4+1)
  Ranged: dagger +2 ranged (1d4+1)
  Ranged: throwing axe +2 ranged (1d4+1)
  Base Attack: +0 Grp +1
  Bard Spells Known (CL 1st) 
  0 (2/day) –flare (DC 12), light, mending, prestidigita-
  tion
  Abilities: Str 12, Dex 14, Con 13, Int 11, Wis 9, Cha 
  14
  Special Qualities: bardic music 1/day (countersong, 
  fascinate, inspire courage +1), bardic knowledge
  Feats: Dodge, Toughness
  Skills: Bluff +6, Diplomacy +6, Gather Information 
  +6, Hide +6, Perform (singing) +6, Use Magic Item 
  +6
  Possessions: Leather armor, club, dagger, throwing 
  axe, torch, vial of alchemist’s fire, 1 day of rations, 2 
  gp, 5 sp, 10 cp.
  Davin Longtil
  Davin Longtil has had many jobs in his day: 
  merchant, pick pocket, smuggler and most recently 
  pirate.  Unfortunately, Davin’s desire for wealth often 
  overpowers his patience and his common sense, 
  leading him to make enemies of former employers 
  by stealing from them.  Davin also does not have a 
  good head for money, quickly spending his ill-gotten 
  gains, requiring him to steal again to replace them.  
  Unwisely, his last theft was from Strong Kas, his most 
  recent employer and Strong Kas did not take this well.  
  Davin hoped to hide out on Lannil and avoid Strong 
  Kasb, but Davin was not so lucky.  He’s spent the last 
  three months as a dry goods merchant in Lannil point 
  and since the arrival of Strong Kas he’s been hiding in 
  the village, trying to find a way out of this unpleasant 
  situation.  He’s willing to say anything to get out of 
  this alive, but he’ll probably run and hide whenever 
  trouble appears.
  Davin Longtil
  Male human rogue 6
  CN Medium Humanoid
  Init: +3 Senses Listen +7, Spot +7
  Languages: Aquan, Common, Draconic, Orc
  AC: 15, touch 14, flat-footed 12 (+3 Dex, +1 armor, 
  +1 deflection), Dodge
  hp: 20 (6d6-6 HD)
  Resist: evasion, uncanny dodge, trap sense +2
  Saves: Fort +1, Ref +10, Will +1
  Speed: 30 ft. (6 squares)
  Melee: masterwork rapier +8 melee (1d6-1)
  Melee: +2 handaxe +5 melee (1d6+1)
  Ranged: shortbow +7 ranged (1d6)
  Special Actions: sneak attack +3d6
  Base Attack: +4 Grp +5
  
  NeoExodus Adventures: gel
  Page 17
  Abilities: Str 9, Dex 17, Con 9, Int 16, Wis 8, Cha 17  
  Special Qualities: trapfinding
  Feats: Alertness, Dodge, Lightning Reflexes, Weapon 
  Finesse
  Skills: Appraise +9, Bluff +9, Climb +5, Craft 
  (Alchemy) +8, Diplomacy +8, Gather Information +8, 
  Hide +8, Move Silently +8, Listen +7, Search +9, 
  Sense Motive +6, Spot +7, Tumble +9, Use Magic 
  Item +5
  Possessions: Masterwork rapier, padded armor, 
  shortbow, quiver w/ 20 arrows, +1 ring of protection, 
  potion of cure moderate wounds, treasure map*, +2 
  hand axe*, diamond ring (1,000 gp)*, ring of spider 
  climb*, 167 gp, 67 sp, 45 cp.
  Items marked with a * were stolen from Strong Kas.  
  Ben Rivers
  A crusty seaman to the core, Ben Rivers settled down 
  on Lannil with the first wave of settlers after a life 
  on the high seas.  He has a million tales from a thou-
  sand ports, each involving a monster and one of his 
  poor crewmates getting horribly mangled.  Ben has 
  remained surprisingly free of injury though and is 
  quite chipper for his age.  Knowing a thing or two 
  about pirates he tried to fight Strong Kas’ men but 
  realized quickly he wasn’t the strapping youth of 
  yesteryear.  He has since been hiding in the village 
  trying to avoid the Rotter Ooze and the pirates.
  Ben is really only important if the PCs have no skill 
  with boats and need someone to help them escape.  
  Otherwise he need not appear in the adventure. 
  Ben Rivers
  Male human expert 6
  NG Medium Humanoid
  Init: +0 Senses Listen +2, Spot +10
  Languages: Aquan, Common
  AC: 12, touch 10, flat-footed 12 (+2 armor)
  hp: 29 (5d6+10 HD)
  Saves: Fort +6, Ref +2, Will +7
  Speed: 30 ft. (6 squares)
  Melee: longsword +5 melee (1d8+1)
  Melee: dagger +5 melee (1d4+1)
  Ranged: dagger +4 ranged (1d4+1)
  Base Attack: +4 Grp +5
  Abilities: Str 12, Dex 11, Con 14, Int 12, Wis 15, Cha 
  9  
  Feats: Great Fortitude, Skill Focus (Profession 
  (Sailor)), Skill Focus (Swim)
  Skills: Appraise +5, Balance +8, Climb +9, 
  Knowledge (geography) +5, Profession (Sailor) +12, 
  Spot +10, Swim +11
  Possessions: Leather armor, longsword, lantern, 1 pint 
  of oil, dagger, lodestone, map of nearby islands, pipe, 
  tobacco, 12 gp, 34, sp, 20 cp.   
  Appendix C:  New 
  Alchemical Items:
  Frost Pebbles
  These small, marble like devices each have a small 
  capital ‘F’ craved in them.  Smashed against a hard 
  surface the marble begins growing very cold as the 
  chemical within react with the nearby air.  On the 
  next round, the marble inflicts 1d4 points of cold 
  damage on anything in contact with it (Fortitude save 
  DC 13 for half damage)  The damage continues for 
  four more rounds; doing 1d4 damage of cold damage 
  each round.  They are usually used to freeze food 
  for storage or keep ice chests cool but are a potent 
  weapon.  Frost pebbles can be crafted with Craft: 
  Alchemy (DC 25). Value: 20 gp.   
   Designation of Open Game Content: All the mate-
  rial that appears in the System Reference Document is 
  open, and all other material is not.
  
  STR
  CHA
  WIS
  INT
  CON
  DEX
  +6
  +4
  +2
  +4
  +2
  none
  HP
  AC
  +
  +
  +
  +
  +
  +
  FORTITUDE
  REFLEX
  WILL
  TOUCH
  FLAT-FOOTED
  INITIATIVE
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  +
  =
  +
  +
  +
  BASE ATTACK BONUS
  GRAPPLE
  =
  +
  +
  +
  SPELL  
  RESISTANCE
  +
  =
  CONDITIONAL MODIFIERS
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  +
  =
  +
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION __________________________           
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION __________________________           
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION __________________________           
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION __________________________           
  ATTACK
  ATTACK BONUS
  DAMAGE
  CRITICAL
  RANGE
  TYPE
  NOTES
  AMMUNITION __________________________           
  www.lpjdesign.com
  neoexodus CHARACtER SHEEt
  neoexodus:
  A house divided
  = 10 +
  CHARACTER NAME
  CLASS & LEVEL
  SIZE / TYPE
  TEMPORARY 
  SCORE
  PLAYER
  RACE
  ALIGNMENT
  DEITY
  AGE
  GENDER
  HEIGHT
  WEIGHT
  EYES
  HAIR
  SKIN
  NONLETHAL
  DAMAGE
  ABILITY NAME
  ABILITY  
  SCORE
  ABILITY  
  MODIFIER
  TEMPORARY
  MODIFIER
  TOTAL
  WOUNDS/CURRENT HP
  ARMOR 
  BONUS
  SHIELD 
  BONUS
  DEX 
  MODIFIER
  SIZE 
  MODIFIER
  NATURAL 
  ARMOR
  DEFLECTION 
  MODIFIER
  MISC 
  MODIFIER
  SPEED
  DAMAGE REDUCTION
   APPRAISE   
   INT
   BALANCE  
   DEX*
   BLUFF   
   CHA
   CLIMB   
   STR*
   CONCENTRATION    
   CON
   CRAFT   ( _______________)  
  INT
   CRAFT   ( _______________) 
  INT
   CRAFT   ( _______________) 
   INT
   DECIPHER SCRIPT  
  INT
   DIPLOMACY   
   CHA
   DISABLE DEVICE 
   INT
   DISGUISE   
   CHA
   ESCAPE ARTIST   
   DEX*
   FORGERY   
   INT
   GATHER INFORMATION   
   CHA
   HANDLE ANIMAL 
   CHA
   HEAL   
   WIS
   HIDE   
   DEX*
   INTIMIDATE   
   CHA
   JUMP   
   STR*
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   KNOWLEDGE ( ___________) 
   INT
   LISTEN   
   WIS
   MOVE SILENTLY   
   DEX*
   OPEN LOCK 
  DEX
   PERFORM (______________)          CHA
   PERFORM (______________)          CHA
   PERFORM (______________)          CHA
   PROFESSION ( ___________)          WIS
   PROFESSION ( ___________)          WIS
   RIDE   
   DEX
   SEARCH   
   INT
   SENSE MOTIVE   
   WIS
   SLEIGHT OF HAND 
   DEX*
   SPELLCRAFT 
   INT
   SPOT   
   WIS
   SURVIVAL   
   WIS
   SWIM  
   STR*
   TUMBLE  
  DEX*
   USE MAGIC DEVICE 
  CHA
   USE ROPE   
   DEX
   ______________________ 
  ___
   ______________________ 
  ___
   ______________________ 
  ___
   Denotes a skill that can be used untrained.
   Mark this box with an X if the skill is a class skill for the character.
  * Armor check penalty, if any, applies. (Double penalty for Swim.)
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  MISC 
  MODIFIER
  BASE 
  SCORE
  SAVING THROWS
  TOTAL
  ABILITY  
  MODIFIER
  MAGIC 
  MODIFIER
  MISC. 
  MODIFIER
  TEMPORARY 
  MODIFIER
  TOTAL
  MISC. 
  MODIFIER
  DEX. 
  MODIFIER
  TOTAL
  BASE ATTACK 
  BONUS
  MISC. 
  MODIFIER
  SIZE 
  MODIFIER
  STRENGTH 
  MODIFIER
  RANKS
  ABILITY 
  MODIFIER
  SKILL 
  MODIFIER
  KEY 
  ABILITY
  SKILL NAME
  SKILLS
  MAX RANKS
  (CLASS/CROSS-CLASS
  /
  CLASS SKILL
  TOTAL
  
  ARMOR/PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  SPECIAL PROPERTIES
  CHECK PENALTY
  SPELL FAILURE
  SPEED
  WEIGHT
  SPECIAL PROPERTIES
  SHIELD/PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  CHECK PENALTY
  SPELL FAILURE
  SPECIAL PROPERTIES
  GEAR
  FEATS
  LANGUAGES
  Inital Languages = Common + racial 
  languages + one per point of Int Bonus
  SPELLS
  DOMAINS/SPECIALITY SCHOOL:
  0:
  1st:
  2nd:
  3rd:
  4th:
  5th:
  6th:
  7th:
  8th:
  9th:
  CAMPAIGN
  EXPERIENCE POINTS
  ARMOR/PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  SPECIAL PROPERTIES
  PROTECTIVE ITEM
  AC BONUS
  WEIGHT
  SPECIAL PROPERTIES
  SPELLS
  SPELL SAVE
  ARCANE SPELL FAILURE
  %
  CONDITIONAL MODIFIERS
  DC MOD
  0:
  1st:
  2nd:
  3rd:
  4th:
  5th:
  6th:
  7th:
  8th:
  9th:
  0
  SPELLS 
  KNOWN
  SPELLS 
  SAVE DC
  SPELLS 
  PER DAY
  BONUS 
  SPELLS
  LEVEL
  MONEY
  CP—
  SP—
  GP—
  PP—
  LIGHT
  LOAD
  MEDIUM
  LOAD
  HEAVY
  LOAD
  LIFT OVER 
  HEAD
  EQUALS  
  MAX LOAD
  LIFT OFF 
  GROUND
  2 MAX LOAD
  PUSH OR 
  DRAG
  5 MAX LOAD
  ITEM
  PG.
  WT.
  ITEM
  PG.
  WT.
  TOTAL WEIGHT CARRIED
  SPECIAL ABILITIES
  neoexodus CHARACtER SHEEt
  CHARACTER NAME
  CLASS & LEVEL
  PLAYER
  RACE
  ALIGNMENT
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  
  Character track Sheet
  Character Name: ____________________ Class (Level): ______________________________________ 
  Race: ___________________ Nationality: ______________________ Residence: __________________
  Empire Citizen: _____________________
  Items the GM Need Be Aware of:
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  __________________________
  Character Personal Information: 
  ______________________________________________________
  ______________________________________________________
  ____________________________________________________________________________
  ____________________________________________________________________________
  ___________________________________________________________________________
  ____________________________________________________________________________
  Obvious Symbols, Pins, Awards worn openly: 
  ______________________________________________________
  ______________________________________________________
  ____________________________________________________________________________
  ____________________________________________________________________________
  Other Notes of Interest:
  ______________________________________________________
  ______________________________________________________
  ____________________________________________________________________________
  ____________________________________________________________________________
  Favors, Disfavors,Notices, Debts, Curses, Boons
  Type 
  Cert Name 
  Location 
  Log Entry
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  __________ _______________________________________ 
  _______________ 
  _____________
  
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE
  CR
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE
  CR
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE
  CR
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE
  CR
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  LEVEL
  ALIGN
  _________
  _________
  CLASS
  _________
  _________
  _________
  _________
  _________
  Attacks (#)
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  
  © 2007 LOUIS PORTER JR. DESIGN Permission granted to photocopy for personal use only.
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  Diplom.
  Hide
  Listen
  Move 
  Silently
  Bluff
  Search
  Sense 
  Motive
  Spot
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  Diplom.
  Hide
  Listen
  Move 
  Silently
  Bluff
  Search
  Sense 
  Motive
  Spot
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  Diplom.
  Hide
  Listen
  Move 
  Silently
  Bluff
  Search
  Sense 
  Motive
  Spot
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  STR
  DEX
  CON
  AC
  FLAT
  CHA
  WIS
  INT
  TOUCH
  SPEED
  FORT
  BAB
  INTIV
  REF
  WILL
  NAME
  RACE / CLASS
  LVL
  MELEE
  RANGE
  MELEE
  RANGE
  HIT POINTS
  Diplom.
  Hide
  Listen
  Move 
  Silently
  Bluff
  Search
  Sense 
  Motive
  Spot
  _________
  _________
  Languages
  Special / Notes
  DELAY or READY
  UNCONSCIOUS
  
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identi-
  fied as Open Game Content by the Contributor, and means any 
  work covered by this License, including translations and deriva-
  tive works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abili-
  ties or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifi-
  cally excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by a 
  Contributor to identify itself or its products or the associated prod-
  ucts contributed to the Open Game License by the Contributor (g) 
  “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contrib-
  uting original material as Open Game Content, You represent that 
  Your Contributions are Your original creation and/or You have 
  sufficient rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, indepen-
  dent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game 
  Content does not constitute a challenge to the ownership of that 
  Product Identity. The owner of any Product Identity used in Open 
  Game Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distrib-
  uting are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any autho-
  rized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc. 
  System Reference Document Copyright 2000-2003, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce 
  R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on 
  original material by E. Gary Gygax and Dave Arneson. 
  NeoExodus Adventures: Gel, Copyright 2007, Louis Porter Jr. 
  Design, Inc.
  OPEN GAME LICENSE Version 1.0a 
  
SOURCE: textdata/thevault/NeoExodus/NeoExodus Gel.pdf