Betrayer of Asgard - Need Help! (possible spoilers)

z23

Mongoose
I read through the module "Betrayer of Asgard", and I've encountered some problems that would make it difficult to run. Assuming I have the same copy as everyone else, I'm hoping someone has these fixed.

1) The location numbers on the map of Skolja (pg. 90) doesn't seem to match the locations in the text (pgs. 89 - 93).

2) I can't find any stats for the "Eater of Corpses" monster. Does anyone have them?

3) There is no map for Logri's Tomb, locations 1 - 8 (pgs. 123 - 126).

If these do not exist, what have others done? If they DO exist, and I just have an old printing or something, how can I get that information? Thanks!
 
1. The Skolja Map

1. Queen’s Gate

2. West Gate

3. North River Gate

4. Beggar’s Gate

5. East Gate

6. South River Gate

7. Queen’s Road

8. Grand Plaza (See pg 70)

9. Palace of the Queen

10. Bazaar

11. Slaver’s Market

12. House of Bori

13. Street of Foreign Gods

14. The Big Well

15. Kozak Refuge

16. The Last Bridge

17. The Eater of Corpses’ Lair

18. Beggar’s Quarter

19. Tower of Zud

20. Vault of Souls

21. Lots and Lots of Ghosts

22. Kozaki Watchpost

2. The Eater of Corpses
Large Animal
Hit Dice: 14d8+60 (163 HP)
Initiative: +4
Speed: 60 ft.
Dodge Defence: 24
DR: 2
Base Attack/Grapple: +10/+21
Attack: Bite +13 (3d10+10, AP5) or Claw +17 (2d8+7)
Full Attack: Bite +13 (3d10+10, AP5) or Claw +17 (2d8+7)
Special Attacks: Improved Grab, Carry Away, Corpse Tear
Special Qualities: Terrific Leap, Lord of the Ruined City, Unnatural Horror
Space/Reach: 10 ft. (1)/10 ft. (1)
Saves: Fort +14, Ref +13, Will +6
Abilities: Str 24, Dex 18, Con 20, Int 6, Wis 14, Cha 6
Feats: Alertness, Track, Improved Bull Rush
Skills: Climb +10, Hide +8*, Listen +9, Jump +20*, Move Silently +13*, Spot +9

The Eater of Corpses is very old, and very cunning. Its flanks bear a thousand scars; its mane is shabby and caked in grave-dust, its eyes are bleary and mostly blind – but its jaws are stronger than iron and its claws are razors.

Combat
The Eater’s tactics are to stalk its foes through the streets until it spies an opening. Sometimes, it lurks in alleyways, or walks along the top of a crumbling wall. When it spots a lone victim or – better yet – a fresh corpse, it grabs its prey and runs.

Improved Grab (Ex): To use this ability, the Eater of Corpses must hit an opponent of up to one size smaller with its bite attack. It can then attempt to start a grapple as a free action without provoking an attack of opportunity. If it wins the grapple check, it establishes a hold and can try to Carry Away the foe on the following round

Carry Away (Ex): The Eater of Corpses can move at full speed when holding a Medium-sized or smaller creature. The held creature may attempt to break the hold as normal. While carrying a creature, the Eater of Corpses may not bite or claw. The Eater may drop its victim as a free action.

Corpse Tear (Ex): As a standard action, the Eater of Corpses may tear at the creature or corpse it is holding. The creature suffers 3d6 damage and the Eater of Corpses is healed for an amount equal to the damage inflicted.

Terrific Leap (Ex): The Eater of Corpses has a +10 bonus to Jump checks and always counts as having a running start.

Lord of the Ruined City (Ex): The Eater of Corpses knows Skolja better than any other living being. It has a +4 bonus to Hide and Move Silently checks made within the city, and always knows the best place to go to find cover or shelter.

Unnatural Horror (Su): The Eater of Corpses is an unnatural monster. Whenever the Eater comes within 30 feet of a character, the GM should secretly 1d6. On a 1, the character feels a sudden chill and is aware that something is nearby.

3. The Map of Logri's Tomb
... I don't have it to hand.

It's effectively a long corridor, going from 1-2-4-7-8.
Location 3 is under 2, 5 and 6 are at the end of side passages that branch off just before 4.

Sorry for the errors. I'll try to get a formal errata doc together.
 
Where are the stats of "Fist" (the watchdog of Irda)?

And...

SPOILER SPOILER SPOILER




if we choose Irda is the betrayer but, at the end of the story, the PC manage to persuade her to turn on Logri, what's about "Fist"?
Do the players have to fight him even if they persuade Irda?
 
Code:
Irda’s Bodyguard, Fist
Medium Humanoid (7th level Nordheimer Barbarian)
Hit Dice: 9d10+27 (hp)
Initiative:  
Speed:  30 ft.
Dodge Defence: 16
Parry Defence:  20
DR: 5 (Mail Shirt)
Attack: War club +16 (2d6+10, AP11) 
Full Attack: War club +16/+11 (2d6+10, AP11)
Special Attacks: +1 racial damage bonus to sword attacks
Special Qualities: Fearless (+2 to Will saves against fear), Versatility (no penalty to improvised weapons), Bite Sword, Crimson Mist, Trap Sense +3, Improved Uncanny Dodge
Space/Reach:  5 ft. (1)/5 ft. (1)
Saves:  Fort +6, Ref +6, Will +3
Abilities:  Str 24, Dex 10, Con 16, Int 4, Wis 11, Cha 10
Skills: Climb +11 (+8), Hide +4 (+1), Intimidate +4, Jump +11 (+8), Listen +4
Feats: Track, Endurance, Mobility, Die Hard, Power Attack, Cleave, Improved Unarmed Strike, Improved Grapple, Crushing Grasp
Possessions: War club, Mail Shirt, Rag Doll

If the PCs get Irda to turn on Logri, then Fist would attack the priestess and the PCs. Depending on the characters' current condition, then this can be run as a normal combat, or just handwaved - don't bother with running the fight if the PCs can easily take one 7th level barbarian at that point.
 
Back
Top