Weekend Warriors

Weekend Warriors was a Modern OGL module from 12 to Midnight Games for characters of 5th level. The following material is Open Game Content the license for this material is located at the bottom of this page.

Open Game Content

Zombies

Common Types
Human Zombie: CR 1/2: Medium Undead; 2d12+3 (toughness); hp 8; Init 0; Spd 30 ft.; Defense 12, touch 10, flat-footed 12 (+2 natural); BAB +0; Grap +2; Atks +2 melee (1d6+3, slam) or +2 (1d4+2 [19-20 crit], knife); -4 ranged (2d8, M16A2); FS 5’x5’; Reach 5’; SQ Undead, move or attack action only; AL Death; SV Fort +0, Ref +1, Will +3; AP 0; Rep +0; Str 14, Dex 10, Con - , Int -, Wis 10, Cha 1; Reputation 0, Action Points 0, Wealth 0.
Feats/Weaknesses: Toughness/Fire Extinguishers
Equipment: Battle dress uniform.

Dog Zombie: CR 1/2: Medium Undead; 4d12+3 (toughness); hp 31; Init +1; Spd 40 ft.; Defense 13, touch 11, flat-footed 12 (+2 natural, +1 Dex); BAB +3; Grap +6; Atks +6 melee (1d6+4, slam) or +1 (1d6+3, bite); FS 5’x5’; Reach 5’; SQ Undead, move or attack action only; AL Death; SV Fort +1, Ref +2, Will +4; AP 0; Rep +0; Str 17, Dex 13, Con -, Int -, Wis 12, Cha 6; Reputation 0, Action Points 0, Wealth 0.
Feats/Weaknesses: Toughness/Fire Extinguishers

Common zombies possess no intelligence, however, they inherited an inner motivation or hatred. This drive taps into mundane memories allowing these zombies to walk, open doors and perform other simple motor tasks that they experienced in life. These base functions allow human zombies to drive and fire a weapon. What they lack is the need to do things well; therefore they have lost the skills and proficiencies they utilized in life.

Dominated Zombie Template

The “dominated zombie” is a template that can be added to any other living corporeal creature of this world (referred to from now on as the base creature). It uses the base creature’s statistics and special abilities except as noted below.

Challenge Rating: ½ hit dice of the base creature.
Type: The creature’s type changes to undead.
Hit Dice: Drop any hit dice gained from experience, double the number of Hit Dice left, and raise them to d12.
Speed: If the base creature could fly, its maneuverability rating as a dominated zombie drops to average.
Defense: The dominated zombie retains one half of the base creature’s Defense Bonus rounded down. A dominated zombie also acquires natural armor bonus to Defense increases to a value based on the zombie’s size (but use the base creature’s natural armor bonus, if it’s higher): Tiny or smaller +0, Small +1, Medium-size +2, Large +3, Huge +4, Gargantuan +7, Colossal +11.
Attacks: The dominated zombie retains all the natural attacks, manufactured weapons, and weapon proficiencies of the base creature. A dominated zombie also gains a slam attack. The dominated zombie retains half of the base creature’s Base Attack Bonus rounded down.
Damage: Natural and manufactured weapons deal damage normally. A slam attack deals damage depending on the dominated zombie’s size (but use the base creature’s slam damage if it’s greater): Fine 1, Diminutive 1d2, Tiny 1d3, Small 1d4, Mediumsize 1d6, Large 1d8, Huge 2d6, Gargantuan 2d8, Colossal 4d6. For purposes of Strength bonuses to damage, a slam attack is considered a two-handed attack.
Special Qualities: A dominated zombie loses all of the base creature’s supernatural and spell-like qualities except for immunity or resistance to specific energy types. A dominated zombie retains all of the base creature’s extraordinary abilities. In addition to gaining the undead type, a zombie has the following special quality:

  • Control zombie (Ex): The dominated zombie can control all zombies that it can communicate with. They follow his orders without question or hesitation (as if they could).
  • Telepathy (Sp): The dominated zombie can mentally contact all common zombies within 1,000 feet of the zombie. Dominated zombies are very capable due to their active link with the reanimator. The reanimator taps into the dominated zombie’s memories, allowing the zombie to make plans, speak and control common zombies. This zombie has access to the skills and proficiencies of his former life. He stays on task until he is destroyed. Dominated zombies are not limited to an attack or move action like normal zombies.

Allegiances: A dominated zombie loses all previous allegiances and adopts a new allegiance to the reanimator. This allegiance cannot be broken.
Saves: A dominated zombie’s saving throw modifiers are based on a combination of Hit Dice and the base creature’s experience. The dominated zombie uses Table 8–2: Creature Saves and Base Attack Bonuses and it receives half of the save bonuses rounding down, that the base creature received.
Action Points: A dominated zombie does not acquire or amass action points. It loses all action points gained by the base creature.
Reputation Bonus: A dominated zombie has a +0 Reputation bonus.
Ability Scores: A dominated zombie’s ability scores change as follows: Str +2, Dex –2. Additionally, it has no Constitution or Intelligence score, its Wisdom changes to 10, and its Charisma decreases to 1.
Skills: The dominated zombie loses certain skills completely, while retaining half their ranks in other skills. The dominated zombie loses all skills that use the key ability of Intelligence, Constitution, and Charisma. The skills of Gamble, Profession, Survival, and Treat Injury are no longer available to the dominated zombie.
Feats: The dominated zombie loses some of the base creature’s feats and gains the Toughness feat. The dominated zombie loses access to the following feats. Animal Affinity, Attentive, Builder, Cautious, Combat Expertise, Confident, Creative, Deceptive, Educated, Endurance, Focused, Frightful Presence, Gearhead, Great Fortitude, Guide, Heroic Surge, Improved Damage Threshold, Improved Disarm, Improved Feint, Improved Initiative, Improved Trip, Low Profile, Medical Expert, Meticulous, Quick Draw, Quick Reload, Renown, Run, Studious, Surgery, Track, Trustworthy, Whirlwind Attack and Windfall. In addition, when the Dexterity ability is reduced the character may lose feats if the prerequisites for Dexterity are no longer met.
Weaknesses: The dominated zombie does not suffer the affects of Hold Monster like the common zombie. The domination by the reanimator prevent this. Instead, the dominated zombie shares his master’s aversion for mirrors. The dominated zombie will not go near a mirror and it forces common zombies to destroy every mirror they encounter. The dominated zombie avoids mirrors and he will flee anyone that displays one.

The reanimator may choose to no longer dominate a zombie at any time. When this occurs the dominated zombie reverts to a common zombie of its creature type.

Reanimator

Reanimator: CR 7; Medium Outsider; HD 9d8+9 (toughness); hp 61; MAS 12; Init +0; Spd 30 ft., Fly 40 ft. (average); Defense 19, touch 10, flat-footed 19 (+9 natural); BAB +13/+8; Grap +13/8; Atks +13/8 melee (1d6+4, slam) or +7/ +2 (1d6+1, bite) or +7/+2 (1d4+1 [2X], claw); FS 5’x5’; Reach 5’; SQ Darkvision 60’, Outsiders cannot be raised from dead, Telepathy 10 miles, Radiation and Poison Immunity, Electricity Resistance 10, Damage Reduction 5/+1, Control undead 1 mile radius; AL Evil; SV Fort +7, Ref +6, Will +7; AP 0; Rep +0; Str 18, Dex 10, Con 12, Int 16, Wis 12, Cha 15; Reputation 0, Action Points 0.
Skills, feats and weaknesses: Balance +12, Bluff +14, Hide +12, Intimidate +14, Knowledge
(Arcane) +15, Knowledge (Necromancy) +15, Listen +13, Move Silently +12, Search +13, Sense Motive +13, Spot +13, Read/Write Abyssal, Read/Write English, Read/Write Ancient Greek, Read/Write Latin; Frightful Presence, Multiattack, Simple Weapons Proficiency; Mirror aversion.
Equipment: Lab Coat.
Animate Dead (Sp): Three times per day, as an attack action, death can use animate dead as the spell cast by a 5th-level Acolyte.
Darkness (Sp): At will, as an attack action, death can use darkness as the spell cast by a 5th-level Acolyte.
Dominate Dead (Ex): The reanimator can dominate the undead within telepathy range. Through the reanimator’s direct manipulation the dominated zombie can use their old skills and proficiencies to include speaking (though they may slur their speech). It is a standard action to take over the undead. Maintaining an established link is a free action. The reanimator may dominate five zombies at a time.
Cause Fear (Sp): Once per hour, as an attack action, reanimator can use cause fear as the spell cast by a 7th-level Mage.
Haste Zombie (Sp): Three times per day, as an attack action, reanimator can use haste as the spell cast by a 5th-level Mage.
Mass Inflict Light Wounds (Sp): Once per day, as an attack action, reanimator can use mass inflict light wounds as the spell cast by a 5th-level Acolyte.

Darkness
Evocation [Dark]
Level: Divine 0, Arcane 0; Components: V, M/DF; Casting Time: Attack action; Range: Close 25 ft. plus 5 ft./level; Target: Any Object in close range, may not be cast on creature; Duration: 10 minutes/level (D); Saving Throw: None; Spell Resistance: No

This spell causes an object to absorb all light within the spell radius from the point the caster touches. The effect is immobile, but it can be cast on a movable object. Darkness taken into an area of magical light does not function.

The reanimator is an evil creature seeking to eradicate life where it finds it. This evil being eats the brains of its victims to understand language, history and other knowledge the dead may have held. Animating, controlling and dominating zombies is an ability the reanimator uses to defend itself. Attacking a reanimator directly is a dangerous proposition as it brings out the fear in a person’s heart and can inflict damage with just a glare when angered. One thing the reanimator fears is a mirror and it forces its minions to destroy every mirror that it becomes aware of. The reanimator avoids a mirror and the individual who holds it to the point of fleeing.

Death Shrieker

Death Shrieker, CR 7: Small Outsider; HD 4d8; hp 22; Init +2; Spd 15 ft., Fly 50 ft. (good); Defense 15, touch 13, flat-footed 11 (+2 natural, +2 Dex, +1 size); BAB +4; Grap +0; Atks +4 melee (1d4, slam) or -1 (1d4, bite) or +1 (1d3 [2X], claw); FS 5’x5’; Reach 5’; SQ Darkvision 60’, Outsiders cannot be raised from dead, Telepathy 100’, Electricity Immunity, Control Undead 50 ft.; AL Death, Evil; SV Fort +4, Ref
+3, Will +6; Str 10, Dex 14, Con 10, Int 10, Wis 14, Cha 8; Reputation 0, Action Points 0.
Skills, feats, and weaknesses: Balance +6, Hide +9, Listen +9, Move Silently +9, Spot +9, Read/
write Abyssal; Simple Weapons Proficiency, Weapon Finesse (Claw), Radio static aversion.
Equipment: None.
Cause Fear (Sp): Three times a day, as an attack action, death shrieker can use cause fear as the spell cast by a 7th-level Mage.

These creatures accompanied the reanimator through the rift and into our world. They make an awful cawing noise, which is the source of their name as it sends shivers down the spine of the stoutest soul. This can be combined with a cause fear attack that sends their enemies fleeing, while they peck and at their victim’s heads. They also make these cries to attract zombies, who follow the noise wherever the death shrieker leads them. Death Shriekers exert no control beyond this and common zombies will attack the birds if they come too close.

License

OPEN GAME LICENSE Version 1.0a
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15. COPYRIGHT NOTICE

Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.
Weekend Warriors, Copyright 2003, 12 to Midnight, Inc.; Author: Jerry Blakemore.

The Grand OGL Wiki, http://grandwiki.wikidot.com Copyright 2008-2011 Purple Duck Games; Authors: Mark Gedak, Alex Schroeder, Joel Arellano, George Fields, Yair Rezek, Mike Whalen, Shane O'Connor, Mike Rickard, John Whamond, Bill Browne, Eric Williamson, Slatz Grubnik, Charles R. Wenzler Jr, John Fraser, Jonathon Thompson, Thomas Boxall.

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