In South America, Thundarr, Ariel and Ookla encounter an old world train carrying Death Flowers, whose pollen numbs the human will.
This red flower is deadly to humanoids. Any humanoid inhaling it must make a Fortitude save (DC 17) or be knocked unconscious for 1d3 hours. Moks are affected differently; a Mok who fails his save is affected as if by a Charm Monster spell.
The flowers are being harvested by Carocs, a fierce warrior race of humanoid crocodiles who wish to sell the Death Flowers to an evil Wizard.
These humanoids look a lot like typical lizardmen. They have only three claws on each hand and foot. They are cowardly when faced with a significant show of force but are like the idea of subjugating humans.
- Caroc (CR 1, HD 2d8+2)
- NE Medium Humanoid (Reptilian)
- Init +0 Spd 30
- Senses | Listen +0, Spot +0
- AC 17 (FF 17, Touch 10)
- hp 11 (Disabled -1/Dying -13/Injury 11)
- Saves: Fort +1, Ref +3, Will +0
- Atk +2 base melee, +1 base ranged; Grapple +2;
- +2 Melee (2 Claw 1d4+1/crit 20/x2) and +0 Melee (Bite 1d4/crit 20/x2);
- +2 Melee (Club 1d6+1/crit 20/x2) and +0 Melee (Bite 1d4/crit 20/x2);
- +1 Ranged (Javelin 1d6+1/crit 20/x2);
- SQ: Hold Breath (Ex), Subtype: Reptilian
- Abilities STR 13, DEX 10, CON 13, INT 9, WIS 10, CHA 10
- Feats: Multiattack, Simple Weapon Proficiency.
- Skills: Balance + 4, Jump + 5, Swim + 2.
- Weapons: Club; Javelin. Shields: Shield, heavy wooden.
After the first encounter with the Carocs, Thundarr and Ariel are thrown into a snake pit and Ookla is captured and set to work in the Death Flower fields.
These peculiar beasts are covered in red and white fur. They are similar to normal constrictors except they have antennae on their heads.
- Leopard Serpent (CR 5, HD 10d10+40)
- N Large Animal (Mutated)
- Init +2 Spd 20 or Swim 20 or Climb 20
- Senses Scent (Ex); Low-light Vision (Ex); | Listen +8, Spot +8
- AC 15 (FF 13, Touch 11)
- hp 95 (Disabled -4/Dying -19/Injury 19)
- Saves: Fort +11, Ref +9, Will +4
- Resistance: Radiation (Ex): 2,
- Atk +13/+8 base melee, +8/+3 base ranged; Grapple +18;
- +13 Melee (Bite 1d4+10/crit 20/x2);
- SA: Improved Grab (Ex) , Constrict (Ex)
- SQ: Drawbacks (Ex), Mutations (Ex), MP Cost: 1
- Abilities STR 25, DEX 15, CON 19, INT 1, WIS 12, CHA 2
- Skills: Balance + 10, Climb + 17, Hide + 6, Listen + 8, Spot + 8, Swim + 15.
- Improved Grab (Ex): To use this ability, the leopard serpent must hit with its bite attack. If it gets a hold, it can constrict.
- Constrict (Ex): A leopard serpent deals 1d3+4 points of damage with a successful grapple check against Medium-size or smaller creatures.
- Thick Fur Coat (Ex): A leopard serpent gains a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
After escaping the snake pit, Thundarr and Ariel encounter Arak. Thundarr and Arak do battle until Tai (Nancy McKeon), a swamp urchin, calls him off. She agrees to help if the Carocs’ train is given to her as payment.
Perhaps the best description for this red furred giant is “swamp sasquatch.” It is amphibious and capable of breathing underwater. Arak is immune to fire damage and a formidable opponent in combat.
- Arak (CR 4, HD 3d10+12)
- N Large Giant (Mutated)
- Init -1 Spd 30
- Senses Low-light Vision (Ex); | Listen +5, Spot +3
- AC 11 (FF 11, Touch 8)
- hp 28 (Disabled -4/Dying -19/Injury 19)
- Saves: Fort +7, Ref +0, Will +2
- Resistance: Radiation (Ex): 2, Resistance: Fire (Ex): 20
- Atk +7 base melee, +0 base ranged; Grapple +12; Face 10’x10′; Reach 10′;
- +7 Melee (Claw 1d8+9/crit 20/x2);
- SQ: Drawbacks (Ex), Mutations (Ex), MP Cost: 4,
- Abilities STR 22, DEX 9, CON 19, INT 6, WIS 12, CHA 10
- Feats: Alertness, Simple Weapon Proficiency.
- Skills: Climb + 8, Intimidate + 4, Listen + 5, Spot + 3, Swim + 10.
- Thick Fur Coat: An arak gains a +4 mutation bonus on Fortitude saves against extreme cold temperatures.
Tai leads Thundarr and Ariel down the river and through a golden Aztec pyramid into the valley beyond. Ookla, under the mind-numbing spell of the death flowers, does battle with Thundarr alongside the Caroc guards. Oookla and the Carocs fall to Ariel’s magic as Thundarr sets the Death Flower fields ablaze with his Sunsword, destroying the deadly harvest.
With Ookla freed from the Death Flowers’ spell, the three heroes and Tai escape the valley through the pyramid and follow the Death Flower train on horseback. Eventually they bring the train to a halt, defeat the Carocs and destroy the train’s deadly cargo. Thundarr and Oookla repair the damage they did to the tracks in the final battle and turn the train over to Tai as they agreed.
(When Thundarr uses a serpent to get himself and Ariel out of the pit)
Thundarr: We’re getting out of here–NOW!! (Carries Ariel and begins climbing out)
Ariel: Must you sling me around like a gunny sack?
Thundarr: No, I could have left you down there.
For a full summary of this episode see the Thundarr the Barbarian Episode Guide. For RPG statistics and more information see Under the Broken Moon.
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